Monthly Archives: June 2011

Long Story short. After hours spend on readings, coding and calculations I have got simple, bit slow but working Smoke effect. Grid 96^3 FPS 25 – 30 on ATI Radeon HD 5700 Series which lets face it is a crap. Next step – rewriting code, trying to make it bit more flexible and implement it to polygon based scene.

“Particle effects like smoke, fire and foam can be efficiently rendered without using hacks. Voxels are also being used by some big Hollywood special effects studio’s to render hair, fur and grass. ” – quote from Ray Tracey’s Blog

All important calculation will be proceed on GPU – I will do my best – using GLSL.

After couple hours spend on learning GLSL I have got that:

Bonsai - Raytracked

Loads of artefacts, however it is not so bad for just couple hours.

Next step will be to implement Perlin noise to get echo – base for my particles.

Over the weekend I have managed to do a bit for my Voxel Engine – well now it will be more like minecraft but hey I am still learning.Boxes are connected by manager to Entity, Material manager improves performance.

The idea is simple each object is based on bunch of cubes, terrain is based on bunch of objects, that should allows me to implement octree pretty easily.. I hope.

256x256x256 8 - 9 FPS.. Need Optimisation already... After hours spent on struggling with the VBO’s and GLSL I have managed to draw my first voxel based model.. the bonsai tree *fanfare*. File loading time and processing takes about 20seconds, 8.3 FPS without culling or optimisation.. primitive brute force.. get all the points process them through marching cubes algorithm and then draw on the screen.. barbarity I know. but I had to start somehow. Camera system allow to move around which is kind a nice..